ts_graveyard

ts_graveyard

Re: ts_graveyard Posted by Forceflow on Sat May 15th 2004 at 4:02pm
Forceflow
2420 posts
Posted 2004-05-15 4:02pm
2420 posts 451 snarkmarks Registered: Nov 6th 2003 Occupation: Engineering Student (CS) Location: Belgium
Looking good ... but you know what would be cool ? Some cool quotes on the gravestones :-)
Re: ts_graveyard Posted by KungFuSquirrel on Sat May 15th 2004 at 4:59pm
KungFuSquirrel
751 posts
Posted 2004-05-15 4:59pm
751 posts 393 snarkmarks Registered: Aug 22nd 2001 Occupation: Game Design, LightBox Interactive Location: Austin TX
Nice work! :) Cool little arena you've got there. Great style to it. Hope it turns out well. :)
Re: ts_graveyard Posted by Andrei on Sun May 16th 2004 at 12:02pm
Andrei
2455 posts
Posted 2004-05-16 12:02pm
Andrei
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2455 posts 1248 snarkmarks Registered: Sep 15th 2003 Location: Bucharest, Romania
Very cool. Where did you get the trees?Are they models or brushes because they could make a very usefull prefab/model.
Re: ts_graveyard Posted by Skeletor on Mon May 17th 2004 at 12:57am
Skeletor
312 posts
Posted 2004-05-17 12:57am
Skeletor
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312 posts 41 snarkmarks Registered: Dec 28th 2003 Occupation: Student Location: California
It would look nice to have some variation between the gravestones, as long as they all fit together.
Re: ts_graveyard Posted by ReNo on Mon May 17th 2004 at 11:12pm
ReNo
5457 posts
Posted 2004-05-17 11:12pm
ReNo
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5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
I agree with Skeletor - I know a lot of graveyards seem to have standardised grave stones, but I think it would be far more interesting if you put in some variation (such as cross shaped graves, different sizes, etc...). That way it would make for more interesting cover, as well as more interesting visuals.
Re: ts_graveyard Posted by KungFuSquirrel on Tue May 18th 2004 at 1:48am
KungFuSquirrel
751 posts
Posted 2004-05-18 1:48am
751 posts 393 snarkmarks Registered: Aug 22nd 2001 Occupation: Game Design, LightBox Interactive Location: Austin TX
Good idea. There's also nothing saying you can't have a few standard block ones, too - if you do get worried about polys, switching a few to simple blocks could save a few and also maybe make room for some of those cross-shaped ones or something. shrug
Re: ts_graveyard Posted by Agent Smith on Tue May 18th 2004 at 9:26am
Agent Smith
803 posts
Posted 2004-05-18 9:26am
803 posts 449 snarkmarks Registered: Aug 30th 2003 Occupation: Uni Student Location: NSW, Australia
Thanks for the input guys. The downloadable version of the map above is still a beta, as I'm currently doing as was suggested, adding some variety to the headstones with different shapes and also some amusing messages.

It'll be a little while before I'm able to make the changes as I'm nearing the end of session at uni and am up to my armpits in work. Hence the release of the almost finished beta, to give everyone something to look at until the finishing touches are made.
Re: ts_graveyard Posted by ReNo on Tue May 18th 2004 at 3:24pm
ReNo
5457 posts
Posted 2004-05-18 3:24pm
ReNo
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5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
You could put in some mud mounds in front of graves which have recently been buried - or do they normally put turf down immediately? Its been a long time since I've been to a funeral / graveyard.
Re: ts_graveyard Posted by 7dk2h4md720ih on Tue May 18th 2004 at 5:51pm
7dk2h4md720ih
1976 posts
Posted 2004-05-18 5:51pm
1976 posts 198 snarkmarks Registered: Oct 9th 2001
A mausoleum, accessible or not would add some varity. Looks fun.
Re: ts_graveyard Posted by ReNo on Wed May 19th 2004 at 12:39pm
ReNo
5457 posts
Posted 2004-05-19 12:39pm
ReNo
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5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
I walked past a graveyard today on my way to an exam, and was going to suggest the exact same thing :) Perhaps some stone graves also, if that is a decent thing to call them. Essentially just carved stone fixtures covering the actual grave, like a big stone coffin. Those could provide some decent sized cover to duck behind.
Re: ts_graveyard Posted by Agent Smith on Fri Jul 9th 2004 at 4:28am
Agent Smith
803 posts
Posted 2004-07-09 4:28am
803 posts 449 snarkmarks Registered: Aug 30th 2003 Occupation: Uni Student Location: NSW, Australia
Thanks for the input guys. The downloadable version of the map above is still a beta, as I'm currently doing as was suggested, adding some variety to the headstones with different shapes and also some amusing messages.

It'll be a little while before I'm able to make the changes as I'm nearing the end of session at uni and am up to my armpits in work. Hence the release of the almost finished beta, to give everyone something to look at until the finishing touches are made.
Re: ts_graveyard Posted by KungFuSquirrel on Fri Jul 9th 2004 at 4:28am
KungFuSquirrel
751 posts
Posted 2004-07-09 4:28am
751 posts 393 snarkmarks Registered: Aug 22nd 2001 Occupation: Game Design, LightBox Interactive Location: Austin TX
Nice work! :) Cool little arena you've got there. Great style to it. Hope it turns out well. :)
Re: ts_graveyard Posted by ReNo on Fri Jul 9th 2004 at 4:28am
ReNo
5457 posts
Posted 2004-07-09 4:28am
ReNo
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5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
I agree with Skeletor - I know a lot of graveyards seem to have standardised grave stones, but I think it would be far more interesting if you put in some variation (such as cross shaped graves, different sizes, etc...). That way it would make for more interesting cover, as well as more interesting visuals.
Re: ts_graveyard Posted by ReNo on Fri Jul 9th 2004 at 4:28am
ReNo
5457 posts
Posted 2004-07-09 4:28am
ReNo
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5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
I agree with Skeletor - I know a lot of graveyards seem to have standardised grave stones, but I think it would be far more interesting if you put in some variation (such as cross shaped graves, different sizes, etc...). That way it would make for more interesting cover, as well as more interesting visuals.
Re: ts_graveyard Posted by Agent Smith on Wed Jul 14th 2004 at 10:35am
Agent Smith
803 posts
Posted 2004-07-14 10:35am
803 posts 449 snarkmarks Registered: Aug 30th 2003 Occupation: Uni Student Location: NSW, Australia
I finished ts_graveyard a couple of weeks ago and it's been out for a while. For all those who kindly commented about the beta, giving me suggestions for improvements, thanks. I have used some of them, while others I couldn't due to r_speeds and a rapidly dwindling holiday period. But thanks to all anyway.

Some of the improvements include:
  • varied headstones, there are now three different types sitting at various depths in the ground to add some varied cover and a bit more realism.
  • some more detail at the interrupted funeral. Its now my funeral with some custom wreaths and headstone textures.
  • there is also a bronze arch over the cemetary entrance, with the name of the cemetary, also a custom texture.
  • and some various bug fixes.
Anyway, its fixed and a definite improvement on the beta. I hope you'll get to check it out and am looking forward to any other comments/opinions people have.
Re: ts_graveyard Posted by Crackerjack on Wed Jul 14th 2004 at 12:54pm
Crackerjack
264 posts
Posted 2004-07-14 12:54pm
264 posts 126 snarkmarks Registered: Feb 28th 2003 Location: DC
Very interesting, maybe try adding some cover in certain areas (you could use big tomb stones and so on), Also the light_env show be more angled, I think it would give it a better effect. But this appears to be more of a one on one map if anything.
Re: ts_graveyard Posted by ReNo on Wed Jul 14th 2004 at 5:34pm
ReNo
5457 posts
Posted 2004-07-14 5:34pm
ReNo
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5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
Are all those gravestones func_walls? If so, I recommend you set them
as opaque, so that they cast shadows, as currently the entire playing
area looks flatly lit.
Re: ts_graveyard Posted by Leperous on Wed Jul 14th 2004 at 8:39pm
Leperous
3382 posts
Posted 2004-07-14 8:39pm
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i.e. by using zhlt_lightflags to make them opaque to RAD (see documentation)
Re: ts_graveyard Posted by Agent Smith on Thu Jul 15th 2004 at 1:08am
Agent Smith
803 posts
Posted 2004-07-15 1:08am
803 posts 449 snarkmarks Registered: Aug 30th 2003 Occupation: Uni Student Location: NSW, Australia
The map is basically a one on one, shoot it out arena. It also plays really well with 3 players, but not anymore than that. The headstones currently there provide all the cover needed in the map.

I did try changing the ZHLT properties to opaque in a final compile I did, but ended up opting against it. All the shadows actually made the map look really messy, but not in a good way. They merged togather and many came out looking really strange. I can always change it If I need to, but it was a concious choice to leave them out. Thanks for the suggestion though. :smile: